[NosalgiaCon '22] GM Hawthwile's Fate in the Future [Tier 1-2] (Inactive)

Game Master Hawthwile

Maps and Handouts | Discord Chat | CR: 15


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Verdant Wheel

N Female Elf Druid 2 | HP 24/24 | AC 17 | F+5 R+6 W+10 | Perc+8 | Stealth +2 Speed 30 ft. | Senses: Low-Light Vision | Focus Points: 1/1 | Exploration: Scout

Lakitai attempts to treat Bugtussle wounds. Treat Wounds through Nature: 1d20 + 8 ⇒ (7) + 8 = 15

I don't mind to choose some skill check.

Grand Archive

NG F Ysoki Investigator 3 | HP 33/33 | AC 20 | Fort +6; Ref +10; Will +9 | Perc +9 (low-light, scent 30') | Hero Pts: 1/3 | Default exploration: Investigate | Action Symbols: (◆), (◆◆), (◆◆◆), (◇), (↺)

Zekki looks around and takes a deep breath. "Anyone need healing?"

Do we have time for Treat Wounds?

Vigilant Seal

NG M Dwarf Champion-6; HP 100/100; Focus 1/1; HeroP 0/3; Potion lesser healing 1/1; AC 27(with shield); Fort +14; Ref +8; Will +13; poison resist/3; cold resistance/2; mental resistance/2;Perc +11; +1 to saves vs disease,; Active conditions: Shield (hardness 11, hp96/96). Default exploration: Defend;Action Symbols: (◆), (◆◆), (◆◆◆), (◇), (↺); sheet

"It's just a scratch.." says Khaul.

Happy to get a treat wounds, but only 3hp down, so not really required.


Witch's Winter Holiday

Then it is decided.

Trusting their colleagues to hold off the swarm of massive insects, the Pathfinders approach the arch.

Rule!
There are three (3) steps to this process:
1. Use one (1) action to Interact to connect with the Eternity Arch and make a Basic Will 15 save vs 2d4 mental damage.
2. Use one (1) action to make a Fortitude 16 save to attune to the Arch - on a Failure, increase your Clumsy value by 1 (max 3).
3. Use two (2) actions and make a DC 15 Arcana, Nature, Occultism, Religion, or Thievery check to Manipulate the Arch - on a Critical Failure, you are thrown back from the Arch and must begin the process of connecting - attuning - manipulating again from the start.

Each step must be completed in order to proceed to the next step (repeating step 3 as needed). Everyone starts adjacent to the Arch so we can start right away with step 1. We'll also be tracking time by rounds (3 actions each round) in case something happens.

The Eternity Arch
Round 1! Bold may act!
Bastian
Bugtussle
Khaul
Lakitai
Trisha
Zekki

What do you do?

Vigilant Seal

NG M Dwarf Champion-6; HP 100/100; Focus 1/1; HeroP 0/3; Potion lesser healing 1/1; AC 27(with shield); Fort +14; Ref +8; Will +13; poison resist/3; cold resistance/2; mental resistance/2;Perc +11; +1 to saves vs disease,; Active conditions: Shield (hardness 11, hp96/96). Default exploration: Defend;Action Symbols: (◆), (◆◆), (◆◆◆), (◇), (↺); sheet

Khaul eyes up the arch warily, reaching out his hand toward it...
will: 1d20 + 8 ⇒ (5) + 8 = 13
"ARghhhh
mental damage,resistance: 2d4 - 1 ⇒ (4, 3) - 1 = 6
Gritting his teeth he tries again...
will: 1d20 + 8 ⇒ (7) + 8 = 15
Sweat pours down his forehead in into the dwarves beard, but he holds it together.
Slowly he tries to bring his body into alignment with the fabled archway.
fort: 1d20 + 9 ⇒ (15) + 9 = 24
"ahhhh... I almost have it.."

◆ Interact (fail)
◆ Interact (succeed)
◆ attune (succeed)

Horizon Hunters

Female Human Cleric / 1 AC:16 HP:17 Init:+1

Trisha will try to interact with the arch.

Will save: 1d20 + 9 ⇒ (13) + 9 = 22

Trisha then attempts to attune with the arch.
Fort save: 1d20 + 6 ⇒ (6) + 6 = 12
Clumsy value 1.

Trying again to attune.
Fort save: 1d20 + 6 ⇒ (14) + 6 = 20

Verdant Wheel

N Female Elf Druid 2 | HP 24/24 | AC 17 | F+5 R+6 W+10 | Perc+8 | Stealth +2 Speed 30 ft. | Senses: Low-Light Vision | Focus Points: 1/1 | Exploration: Scout

Lakitai strengthen her mind to interact with the Arch.
Will Save DC 15: 1d20 + 10 ⇒ (17) + 10 = 27

Afterwards, Lakitai tries to attune to the arch.
Fortitude Save DC 16: 1d20 + 5 ⇒ (6) + 5 = 11

Feeling Clumsy, Lakitai tries again to attune and feels even more clumsy.
Fortitude Save DC 16: 1d20 + 5 ⇒ (10) + 5 = 15

Clumsy 2

Grand Archive

NG F Ysoki Investigator 3 | HP 33/33 | AC 20 | Fort +6; Ref +10; Will +9 | Perc +9 (low-light, scent 30') | Hero Pts: 1/3 | Default exploration: Investigate | Action Symbols: (◆), (◆◆), (◆◆◆), (◇), (↺)

Zekki approaches the Arch and attempts to interact with it.

Will save: 1d20 + 7 ⇒ (7) + 7 = 14
OUCH!: 2d4 ⇒ (4, 2) = 6

"Augh!" Zekki flinches as her mind gets slightly squashed.

Will save: 1d20 + 7 ⇒ (16) + 7 = 23

Eyes watering, she tries to attune herself to the Arch.

Fortitude save: 1d20 + 4 ⇒ (12) + 4 = 16

She sets herself to manipulate the Arch next.

◆ Approach
◆ Approach
◆ Attune

Radiant Oath

NG Half Elf Redeemer Champion of Milani 7 | AC 28 (29 w Shield) | HP 92/92 | P +10 F +13 R +9 W +12 | Def. Expl.:? | ◆ | ◇ ◈ | ↺ | | Hero Points: 1/3 | Focus Points: 1/1 |

Will save: 1d20 + 7 ⇒ (20) + 7 = 27
Fort save: 1d20 + 7 ⇒ (19) + 7 = 26
Arcana: 1d20 + 7 ⇒ (13) + 7 = 20

Bastian serenely approaches, reaches and touches. His tattoos grow incandescent and his eyes glow. He mutters ancient words


Witch's Winter Holiday

GM Screen:
1d4 ⇒ 2

@Bastian - unfortunately, it takes two actions to Manipulate the arch, so it can't be done in this first round due to not having enough actions (1 to Connect, 1 to Attune, 2 to Manipulate). But let's save that roll for next round!

Streaks of white blossom in Lakitai's hair, while Trisha feels her joints begin to stiffen as if from arthritis. The uncontrolled energy pouring from the Arch seems to be temporarily aging them!

Botting Bugtussle

Bugtussle Will vs DC 15: 1d20 + 6 ⇒ (13) + 6 = 19
Bugtussle Fortitude vs DC 16: 1d20 + 7 ⇒ (11) + 7 = 18

Bugtussle also gets into position, squeezing between Bastian and Khaul to touch the Arch.

The stone underfoot shakes violently as the time rift pulses, threatening to knock the Pathfinders to the ground!

@Everyone - please roll a DC 15 Reflex save at the start of your next post to avoid falling prone. On a Critical Failure, you are knocked prone and disconnected from the Eternity Arch (meaning you have to start back at Step 1 of the process).

The Eternity Arch
Round 2! Bold may act!
Bastian (Attuned)
Bugtussle (Attuned)
Khaul (-6, Attuned)
Lakitai (Clumsy 2, Connected)
Trisha (Clumsy 1, Attuned)
Zekki (-6, Attuned)

Rules:
There are three (3) steps to this process:
1. Use one (1) action to Interact to connect with the Eternity Arch and make a Basic Will 15 save vs 2d4 mental damage.
2. Use one (1) action to make a Fortitude 16 save to attune to the Arch - on a Failure, increase your Clumsy value by 1 (max 3).
3. Use two (2) actions and make a DC 15 Arcana, Nature, Occultism, Religion, or Thievery check to Manipulate the Arch - on a Critical Failure, you are thrown back from the Arch and must begin the process of connecting - attuning - manipulating again from the start.

Each step must be completed in order to proceed to the next step (repeating step 3 as needed). Everyone starts adjacent to the Arch so we can start right away with step 1. We'll also be tracking time by rounds (3 actions each round) in case something happens.

What do you do?

Verdant Wheel

N Female Elf Druid 2 | HP 24/24 | AC 17 | F+5 R+6 W+10 | Perc+8 | Stealth +2 Speed 30 ft. | Senses: Low-Light Vision | Focus Points: 1/1 | Exploration: Scout

Lakitai attempts to attune to the arch.
Fort Save, DC 16: 1d20 + 5 ⇒ (5) + 5 = 10

Feeling more cumbersome, Lakitai tries to overcome the obstacle.
Fort Save: 1d20 + 5 ⇒ (20) + 5 = 25

Radiant Oath

CG Male Leshy Gunslinger (Way of the Pistolero) 2 HP: 28/28 | AC: 18 | F: +8, R: +9, W: +5 | Perc: +7 | Stealth: +3 | Speed: 25 ft. | Senses: Low-Light Vision | Active Conditions:

"Whoooooa nelly!" Bugtussle cries as the floor underneath suddenly begins to shake violently...

Reflex (DC 15): 1d20 + 8 ⇒ (15) + 8 = 23

...but he manages to brace himself and keep his footing and his attunement to the Arch. He attempts to manipulate the structure with untrained but nimble fingers...

Thievery (Untrained; DC 15): 1d20 + 3 ⇒ (13) + 3 = 16

...and seems to find some success with it!

Grand Archive

NG F Ysoki Investigator 3 | HP 33/33 | AC 20 | Fort +6; Ref +10; Will +9 | Perc +9 (low-light, scent 30') | Hero Pts: 1/3 | Default exploration: Investigate | Action Symbols: (◆), (◆◆), (◆◆◆), (◇), (↺)

Zekki crouches slightly to balance as the world shifts under her feet...

Reflex, DC 15: 1d20 + 8 ⇒ (20) + 8 = 28

...and barely twitches as she continues to focus on the Arch.

Arcana, DC 15: 1d20 + 7 ⇒ (15) + 7 = 22

Her fur stands on end as she makes a connection. As a final action, she spits a potion vial into her hands.

Vigilant Seal

NG M Dwarf Champion-6; HP 100/100; Focus 1/1; HeroP 0/3; Potion lesser healing 1/1; AC 27(with shield); Fort +14; Ref +8; Will +13; poison resist/3; cold resistance/2; mental resistance/2;Perc +11; +1 to saves vs disease,; Active conditions: Shield (hardness 11, hp96/96). Default exploration: Defend;Action Symbols: (◆), (◆◆), (◆◆◆), (◇), (↺); sheet

Khaul tries to keep to his feet...
reflex: 1d20 + 4 ⇒ (13) + 4 = 17
And then with his solid dwarven feet, well into position he prayers to Torag.
"Mighty Lord of Crafting.... These er' artifact be broken. And I know yer hate to see a fine item broken. So bestow some 'o yer wisdom and help me ta fix it."

religion: 1d20 + 6 ⇒ (15) + 6 = 21

Verdant Wheel

N Female Elf Druid 2 | HP 24/24 | AC 17 | F+5 R+6 W+10 | Perc+8 | Stealth +2 Speed 30 ft. | Senses: Low-Light Vision | Focus Points: 1/1 | Exploration: Scout

Reflex: 1d20 + 6 - 2 ⇒ (8) + 6 - 2 = 12

Oops! Forgot that!


Witch's Winter Holiday

Lakitai falls, but keeps her grip on the arch and slowly gets back on her feet before forcing the artifact to respond to her will. Khaul, Bugtussle, and Zekki begin the difficult process of wrestling the wild energies back under control.

The Eternity Arch
Round 2! Bold may act!
Bastian (Attuned, Reflex save needed)
Bugtussle (Attuned)
Khaul (-6, Attuned)
Lakitai (Clumsy 3, Attuned)
Trisha (Clumsy 1, Attuned, Reflex save needed)
Zekki (-6, Attuned)

Successes: 3

Rules:
There are three (3) steps to this process:
1. Use one (1) action to Interact to connect with the Eternity Arch and make a Basic Will 15 save vs 2d4 mental damage.
2. Use one (1) action to make a Fortitude 16 save to attune to the Arch - on a Failure, increase your Clumsy value by 1 (max 3).
3. Use two (2) actions and make a DC 15 Arcana, Nature, Occultism, Religion, or Thievery check to Manipulate the Arch - on a Critical Failure, you are thrown back from the Arch and must begin the process of connecting - attuning - manipulating again from the start.

Each step must be completed in order to proceed to the next step (repeating step 3 as needed). Everyone starts adjacent to the Arch so we can start right away with step 1. We'll also be tracking time by rounds (3 actions each round) in case something happens.

What do you do?

Horizon Hunters

Female Human Cleric / 1 AC:16 HP:17 Init:+1

Reflex Save: 1d20 + 4 ⇒ (19) + 4 = 23

Trisha tries to manipulate the Arch.
Religion: 1d20 + 7 ⇒ (11) + 7 = 18


Witch's Winter Holiday

GM Screen:
1d3 ⇒ 3

Trisha keeps her feet and slowly the portions of the arch near her hand oscillate with gentle colors.

Bastian Reflex vs DC 15: 1d20 + 4 ⇒ (1) + 4 = 5 Let me know if you want to reroll that - if it's not a critical failure, we'll use your Arcana roll from earlier to Manipulate the arch this round.

Bastian is knocked off his feet, his hand slipping off the smooth surface of the arch in a desperate attempt to catch himself. Slowly he gets back on his feet, then again grasps the artifact.

Bastian Will vs DC 15: 1d20 + 7 ⇒ (4) + 7 = 11
Mental damage: 2d4 ⇒ (2, 1) = 3
Fortitude vs DC 16: 1d20 + 7 ⇒ (11) + 7 = 18

The ground shakes again, this time sending cracks radiating up the walls to the ceiling of the chamber. The stone crumbles and breaks, dropping chunks of rock on the Pathfinders below!

Bludgeoning damage: 1d6 ⇒ 3
@Everyone - make a Basic Reflex 15 save at the start of your turn to halve (or completely negate) this damage.

The Eternity Arch
Round 3! Bold may act!
Bastian (-3, Attuned)
Bugtussle (Attuned)
Khaul (-6, Attuned)
Lakitai (Clumsy 3, Attuned)
Trisha (Clumsy 1, Attuned)
Zekki (-6, Attuned)

Successes: 4

Rules:
There are three (3) steps to this process:
1. Use one (1) action to Interact to connect with the Eternity Arch and make a Basic Will 15 save vs 2d4 mental damage.
2. Use one (1) action to make a Fortitude 16 save to attune to the Arch - on a Failure, increase your Clumsy value by 1 (max 3).
3. Use two (2) actions and make a DC 15 Arcana, Nature, Occultism, Religion, or Thievery check to Manipulate the Arch - on a Critical Failure, you are thrown back from the Arch and must begin the process of connecting - attuning - manipulating again from the start.

Each step must be completed in order to proceed to the next step (repeating step 3 as needed). Everyone starts adjacent to the Arch so we can start right away with step 1. We'll also be tracking time by rounds (3 actions each round) in case something happens.

What do you do?

Verdant Wheel

N Female Elf Druid 2 | HP 24/24 | AC 17 | F+5 R+6 W+10 | Perc+8 | Stealth +2 Speed 30 ft. | Senses: Low-Light Vision | Focus Points: 1/1 | Exploration: Scout

Reflex Save DC 15: 1d20 + 6 - 3 ⇒ (4) + 6 - 3 = 7

"Ouch!" After feeling the impact of the rock, Lakitai manipulate the Arch.

Nature DC 15: 1d20 + 8 ⇒ (18) + 8 = 26

Grand Archive

NG F Ysoki Investigator 3 | HP 33/33 | AC 20 | Fort +6; Ref +10; Will +9 | Perc +9 (low-light, scent 30') | Hero Pts: 1/3 | Default exploration: Investigate | Action Symbols: (◆), (◆◆), (◆◆◆), (◇), (↺)

Reflex, DC 15: 1d20 + 8 ⇒ (14) + 8 = 22

Zekki dodges most of the debris except for a couple of pebbles which bounce off her nose.

Arcana, DC 15: 1d20 + 7 ⇒ (9) + 7 = 16

Radiant Oath

NG Half Elf Redeemer Champion of Milani 7 | AC 28 (29 w Shield) | HP 92/92 | P +10 F +13 R +9 W +12 | Def. Expl.:? | ◆ | ◇ ◈ | ↺ | | Hero Points: 1/3 | Focus Points: 1/1 |

I would like to reroll please.

Radiant Oath

CG Male Leshy Gunslinger (Way of the Pistolero) 2 HP: 28/28 | AC: 18 | F: +8, R: +9, W: +5 | Perc: +7 | Stealth: +3 | Speed: 25 ft. | Senses: Low-Light Vision | Active Conditions:

Basic Reflex (DC 15): 1d20 + 8 ⇒ (14) + 8 = 22

Bugtussle grunts with pain as a small bit of falling debris manages to catch him on the shoulder even as he avoids the bulk of it. "Oof! Bugtussle hopes we can close this sooner rather than later!"

Thievery (Untrained; DC 15): 1d20 + 3 ⇒ (2) + 3 = 5

Thievery (Untrained; DC 15 - Hero Point): 1d20 + 3 ⇒ (12) + 3 = 15

Vigilant Seal

NG M Dwarf Champion-6; HP 100/100; Focus 1/1; HeroP 0/3; Potion lesser healing 1/1; AC 27(with shield); Fort +14; Ref +8; Will +13; poison resist/3; cold resistance/2; mental resistance/2;Perc +11; +1 to saves vs disease,; Active conditions: Shield (hardness 11, hp96/96). Default exploration: Defend;Action Symbols: (◆), (◆◆), (◆◆◆), (◇), (↺); sheet

ref DC15: 1d20 + 4 ⇒ (9) + 4 = 13
Khaul winces as a large chunk of stone bounces off his armour.
"Ugh."

Still, he doesn't let that stop him. "Come on Torag. Yer know this ere' archway needs a bit of attention.."

religion: 1d20 + 6 ⇒ (6) + 6 = 12
◆ raise shield
◆◆ Manipulate

He then hunkers down behind his shield, trying to avoid further falling rocks.


Witch's Winter Holiday

Lakitai has a breakthrough moment as she understands the natural forces power the arch in a flash! Zekki and Bugtussle also keep up the good work, though the leshy hesitates for a moment before pushing the right parts of the artifact. Khaul's prayer slips from his lips under the sudden onslaught of falling rocks - probably not a sign of the Forgefather's disfavor, but it's hard to say for certain.

The Eternity Arch
Round 3! Bold may act!
Bastian (-3, Attuned, Reflex save needed)
Bugtussle (-1, Attuned)
Khaul (-9, Attuned)
Lakitai (-3, Clumsy 3, Attuned)
Trisha (Clumsy 1, Attuned, Reflex save needed)
Zekki (-7, Attuned)

Successes: 8

Rules:
There are three (3) steps to this process:
1. Use one (1) action to Interact to connect with the Eternity Arch and make a Basic Will 15 save vs 2d4 mental damage.
2. Use one (1) action to make a Fortitude 16 save to attune to the Arch - on a Failure, increase your Clumsy value by 1 (max 3).
3. Use two (2) actions and make a DC 15 Arcana, Nature, Occultism, Religion, or Thievery check to Manipulate the Arch - on a Critical Failure, you are thrown back from the Arch and must begin the process of connecting - attuning - manipulating again from the start.

Each step must be completed in order to proceed to the next step (repeating step 3 as needed). Everyone starts adjacent to the Arch so we can start right away with step 1. We'll also be tracking time by rounds (3 actions each round) in case something happens.

What do you do?

Horizon Hunters

Female Human Cleric / 1 AC:16 HP:17 Init:+1

Reflex Save: 1d20 + 4 ⇒ (2) + 4 = 6

Religion: 1d20 + 7 ⇒ (15) + 7 = 22


Witch's Winter Holiday

GM Screen:
1d2 ⇒ 2

Trisha is also knocked off her feet, but keeps ahold of the arch and gets back on her feet. Her prayers are answered by soft light that surrounds her.

Botting Bastian

Bastian Reflex Reroll vs DC 15: 1d20 + 4 ⇒ (1) + 4 = 5
Maybe this is a sign somebody else should be the designated botter? XD

Bastian Reflex vs DC 15: 1d20 + 4 ⇒ (3) + 4 = 7

Bastian grits his teeth as rocks pummel him, but he finally uses his ancient knowledge of magic to begin manipulating the arch. (Finally using that Arcana check from earlier.)

The noise of creaking and snapping wood fill the room before the trunk of a large tree topples through one of the rifts. It hits the stone floor with a loud sound - and a dull snap. A pained scream fills the room, then cuts off too quickly. Khaul glances over and sees a junior agent caught beneath the fallen timber, blood pooling beneath her motionless body. None of the agents fighting against oversized insects nearby seem to have noticed their colleague's sudden plight.

A nearby Pathfinder is Unconscious and Dying 1 due to a tree falling on her. She can't lose the Dying condition as long as the tree remains on top of her - it can be removed with a DC 17 Athletics, Crafting, or Thievery check as one (1) action.

The Eternity Arch
Round 4! Bold may act!
Bastian (-9, Attuned)
Bugtussle (-1, Attuned)
Khaul (-9, Attuned)
Lakitai (-3, Clumsy 3, Attuned)
Trisha (-3, Clumsy 1, Attuned)
Zekki (-7, Attuned)

Successes: 10

Rules:
There are three (3) steps to this process:
1. Use one (1) action to Interact to connect with the Eternity Arch and make a Basic Will 15 save vs 2d4 mental damage.
2. Use one (1) action to make a Fortitude 16 save to attune to the Arch - on a Failure, increase your Clumsy value by 1 (max 3).
3. Use two (2) actions and make a DC 15 Arcana, Nature, Occultism, Religion, or Thievery check to Manipulate the Arch - on a Critical Failure, you are thrown back from the Arch and must begin the process of connecting - attuning - manipulating again from the start.

Each step must be completed in order to proceed to the next step (repeating step 3 as needed). Everyone starts adjacent to the Arch so we can start right away with step 1. We'll also be tracking time by rounds (3 actions each round) in case something happens.

What do you do?

Vigilant Seal

NG M Dwarf Champion-6; HP 100/100; Focus 1/1; HeroP 0/3; Potion lesser healing 1/1; AC 27(with shield); Fort +14; Ref +8; Will +13; poison resist/3; cold resistance/2; mental resistance/2;Perc +11; +1 to saves vs disease,; Active conditions: Shield (hardness 11, hp96/96). Default exploration: Defend;Action Symbols: (◆), (◆◆), (◆◆◆), (◇), (↺); sheet

I assume that means breaking a connection to the archway and striding over?

"Yer all have this. I'll see to the little laddie." he grunts.

With a sigh Khaul releases his hold on the archway and stalks across to the log. He grunts again, briefly, flexing his arms and trying to haul the log off the unfortunate pathfinder.

athletics: 1d20 + 8 ⇒ (15) + 8 = 23

Before reaching out to try and stabilise the man.
first aid, DC 16: 1d20 + 6 ⇒ (13) + 6 = 19

I'm just assuming I need to stride here, if I don't have enough actions, then I'll do the first aid next round, but the DC will be one higher.

Verdant Wheel

N Female Elf Druid 2 | HP 24/24 | AC 17 | F+5 R+6 W+10 | Perc+8 | Stealth +2 Speed 30 ft. | Senses: Low-Light Vision | Focus Points: 1/1 | Exploration: Scout

Seeing Khaul manages to help the fallen Pathfinder, Lakitai makes her part by keeping her focus on the arch.
Nature to Manipulate the Arch: 1d20 + 8 ⇒ (3) + 8 = 11

"Good job, Khaul!" says Lakitai as she seemed more impressed by her companion's exploit.


Witch's Winter Holiday

Khaul quickly springs into action to push the tree off the wounded agent and stop the bleeding. Pathfinder is stable!

The Eternity Arch
Round 4! Bold may act!
Bastian (-9, Attuned)
Bugtussle (-1, Attuned)
Khaul (-9)
Lakitai (-3, Clumsy 3, Attuned)
Trisha (-3, Clumsy 1, Attuned)
Zekki (-7, Attuned)

Successes: 10

Rules:
There are three (3) steps to this process:
1. Use one (1) action to Interact to connect with the Eternity Arch and make a Basic Will 15 save vs 2d4 mental damage.
2. Use one (1) action to make a Fortitude 16 save to attune to the Arch - on a Failure, increase your Clumsy value by 1 (max 3).
3. Use two (2) actions and make a DC 15 Arcana, Nature, Occultism, Religion, or Thievery check to Manipulate the Arch - on a Critical Failure, you are thrown back from the Arch and must begin the process of connecting - attuning - manipulating again from the start.

Each step must be completed in order to proceed to the next step (repeating step 3 as needed). Everyone starts adjacent to the Arch so we can start right away with step 1. We'll also be tracking time by rounds (3 actions each round) in case something happens.

What do you do?

Horizon Hunters

Female Human Cleric / 1 AC:16 HP:17 Init:+1

Trisha continues to focus on the arch.

Religion: 1d20 + 7 ⇒ (18) + 7 = 25

Grand Archive

NG F Ysoki Investigator 3 | HP 33/33 | AC 20 | Fort +6; Ref +10; Will +9 | Perc +9 (low-light, scent 30') | Hero Pts: 1/3 | Default exploration: Investigate | Action Symbols: (◆), (◆◆), (◆◆◆), (◇), (↺)

Zekki shouts, "Great job, Khaul!" She focuses her attention back on the Arch...

Arcana: 1d20 + 7 ⇒ (5) + 7 = 12

...but is distracted by all the noise in the area.

Radiant Oath

CG Male Leshy Gunslinger (Way of the Pistolero) 2 HP: 28/28 | AC: 18 | F: +8, R: +9, W: +5 | Perc: +7 | Stealth: +3 | Speed: 25 ft. | Senses: Low-Light Vision | Active Conditions:

"Good job, pal!" Bugtussle hoots as Khaul not only hefts the tree off the fallen Pathfinder but manages to patch her wounds, all in the blink of an eye. "We will hold strong here!"

As he speaks, the little leshy continues to fiddle with the Arch as best as he can...

Thievery (Untrained; DC 15): 1d20 + 3 ⇒ (17) + 3 = 20


Witch's Winter Holiday

With one final prayer, Trisha finds the divine inspiration to guide the fluxuating energies out of the arch and harmlessly into the stone underfoot. The temporal rifts shudder and shrink, closing for the time being - though the purple cracks that decorate the chamber leave little doubt that the danger is far from past.

Out of initiative! Damage report:
Bastian (-9)
Bugtussle (-1)
Khaul (-9)
Lakitai (-3)
Trisha (-3)
Zekki (-7)

As the Pathfinders regroup, a medical team retrieves the unconscious woman and carries her someplace safe. Lakitai and Trisha feel their youthful vitality returning as the white fades from their hair and their joints move freely once again. (Clumsy condition is gone.)

Go ahead and include any restorative actions you'd like to take in your next post.

A baleful howl echoes around the room. Dozens of strange and twisted quadrupeds emerge from the corners of the chamber, with oversized eyes and lolling tongues. "Hounds of Tindalos!" Ashasar exclaims. "These are the creatures that pursued Heraxia - we must defend her! They'll weaken away from angles, so use that against them!"

The suli's advice is interrupted by a shower of sparks that erupt from the Eternity Arch. "That thing is overloading!" shouts Eando Kline. Seconds later, bolts of lightning streak across the chamber and the closed temporal rifts rip open once more. "We need to stabilize it somehow!"

What should we do? Vote for either:
- Battle the creatures! (Combat)
- Stabilize the Eternity Arch! (Skill/Hazard)

Horizon Hunters

Female Human Cleric / 1 AC:16 HP:17 Init:+1

Trisha uses 3 actions to cast Heal on everyone.

Heal: 1d8 + 8 ⇒ (4) + 8 = 12

Grand Archive

NG F Ysoki Investigator 3 | HP 33/33 | AC 20 | Fort +6; Ref +10; Will +9 | Perc +9 (low-light, scent 30') | Hero Pts: 1/3 | Default exploration: Investigate | Action Symbols: (◆), (◆◆), (◆◆◆), (◇), (↺)

"Thanks, Trisha! I feel much better." Zekki grins at the human before checking that her crossbow is reloaded.

Combat, I guess. I don't really have a preference.

Verdant Wheel

N Female Elf Druid 2 | HP 24/24 | AC 17 | F+5 R+6 W+10 | Perc+8 | Stealth +2 Speed 30 ft. | Senses: Low-Light Vision | Focus Points: 1/1 | Exploration: Scout

Lakitai feels better and says "I hope to be able to heal the group later.".

Combat. The 3 actions heal is the burst and it replaces the plus 8.

Vigilant Seal

NG M Dwarf Champion-6; HP 100/100; Focus 1/1; HeroP 0/3; Potion lesser healing 1/1; AC 27(with shield); Fort +14; Ref +8; Will +13; poison resist/3; cold resistance/2; mental resistance/2;Perc +11; +1 to saves vs disease,; Active conditions: Shield (hardness 11, hp96/96). Default exploration: Defend;Action Symbols: (◆), (◆◆), (◆◆◆), (◇), (↺); sheet

Khaul glares at the archway. "Me hammer be hankering for a swing. And if I be too close to that cursed archway, I dunnie know if I ken resist takin one at it."

Combat


Witch's Winter Holiday

Then it is decided. We'll assume that folks used Treat Wounds to supplement Trisha's spell.

The Pathfinders head into battle, letting their colleagues have a turn to handle the arch. A lonesome hound sees them and bays a challenge!

Initiative:
Bastian: 1d20 + 5 ⇒ (13) + 5 = 18
Bugtussle: 1d20 + 4 ⇒ (12) + 4 = 16
Khaul: 1d20 + 6 ⇒ (17) + 6 = 23
Lakitai: 1d20 + 8 ⇒ (2) + 8 = 10
Trisha: 1d20 + 7 ⇒ (2) + 7 = 9
Zekki: 1d20 + 7 ⇒ (11) + 7 = 18

Hound: 1d20 + 10 ⇒ (7) + 10 = 17

Khaul gets a Hero Point for acting like a hero to save a fellow agent!

The Hound
Round 1! Bold may act!
Khaul
Zekki
Bastian

Hound
Bugtussle
Lakitai
Trisha

What do you do?

Radiant Oath

NG Half Elf Redeemer Champion of Milani 7 | AC 28 (29 w Shield) | HP 92/92 | P +10 F +13 R +9 W +12 | Def. Expl.:? | ◆ | ◇ ◈ | ↺ | | Hero Points: 1/3 | Focus Points: 1/1 |

Bastian ◆ moves in closer to the Hound then ◆◆ Casts Electric Arc: 1d4 + 3 ⇒ (1) + 3 = 4 in an attempt to stop it in it's tracks.

Vigilant Seal

NG M Dwarf Champion-6; HP 100/100; Focus 1/1; HeroP 0/3; Potion lesser healing 1/1; AC 27(with shield); Fort +14; Ref +8; Will +13; poison resist/3; cold resistance/2; mental resistance/2;Perc +11; +1 to saves vs disease,; Active conditions: Shield (hardness 11, hp96/96). Default exploration: Defend;Action Symbols: (◆), (◆◆), (◆◆◆), (◇), (↺); sheet

Khaul hurries forward as fast as he can, which is considerably slower than Bastian. As soon as he gets ahead of her he raises his shield and glares at the hound.

"Come on then doggie... try to take a bite out of me."

◆ stride
◆ stride
◆ raise shield


Witch's Winter Holiday

Hound Reflex vs DC 17: 1d20 + 11 ⇒ (8) + 11 = 19

The hound jumps back from Bastian's sparks, then looks at the human with balefully-glowing eyes. Painful, but bloodless wounds begin to rip open all over his body, though he grits his teeth and tries to ignore some of the pain.

Slashing damage: 1d8 ⇒ 6
Bastian Fortitude: 1d20 + 7 ⇒ (14) + 7 = 21

The Hound has a 15-ft aura causing this if you end your turn witin it (Basic Fortitude save). The aura has the Visual trait, so you can take an action to Avert Gaze to give yourself a +2 bonus to the saving throw.

Khaul advances, setting his shield in place even as he too feels what feels like tiny daggers jabbing into his skin.

Slashing damage: 1d8 ⇒ 5
Khaul Fortitude: 1d20 + 9 ⇒ (8) + 9 = 17

Bastian forces the hound to hesitate with a glimpse of redemption, lessening the sharp pain to his colleague.

Botting Zekki

Zekki tries to think of a good plan...

Zekki Devise a Strategem: 1d20 ⇒ 14

...and decides it's a good idea to shoot the creature before it can get any closer.

Zekki Crossbow vs Hound: 14 + 7 = 21
Piercing damage, Precision damage: 1d8 + 1d6 ⇒ (2) + (1) = 3

The bolt lands solidly on the Hound's face, but shatters on impact without leaving a mark. Worried, Zekki tries to remember something useful about the creature...

GM Screen:
1d20 + 7 ⇒ (2) + 7 = 9

...but can only remember what Ashasar said.

Ashasar wrote:
"They'll weaken away from angles, so use that against them!"

The Hound steps away from the wall. As it does so, it shudders visibly - though it still tries to take a bite out of Bastian!

Hound Jaws, Enfeebled vs Bastian AC 18: 1d20 + 11 - 2 ⇒ (13) + 11 - 2 = 22
Piercing damage, Enfeebled: 1d10 + 5 - 2 ⇒ (7) + 5 - 2 = 10

This time it is Khaul who protects Bastian, the hound hesitating for just a moment before its jaws sink into the human's leg. The world seems to twist impossibly, angles refracting within angles until reality shudders and reasserts itself - but the hound is no longer in front of the two warriors, but emerging from the corner where the arch's podium and the stone floor meet.

It's got a 1-action dimension door that it can only use to teleport itself adjacent to a corner.

The Hound
Round 2! Bold may act!
Hound (-2, Enfeebled 2 1/1)
Bugtussle
Lakitai
Trisha
Khaul (-1)
Zekki
Bastian
(-9)

Area Effects:
- Creatures ending their turns within 15 ft of the Hound take 1d8 slashing damage (Basic Fortitude save)

What do you do?

Vigilant Seal

NG M Dwarf Champion-6; HP 100/100; Focus 1/1; HeroP 0/3; Potion lesser healing 1/1; AC 27(with shield); Fort +14; Ref +8; Will +13; poison resist/3; cold resistance/2; mental resistance/2;Perc +11; +1 to saves vs disease,; Active conditions: Shield (hardness 11, hp96/96). Default exploration: Defend;Action Symbols: (◆), (◆◆), (◆◆◆), (◇), (↺); sheet

Cursing under his breath, Khaul turns around and jogs back toward the rest of the group, reading his shield to intercept any other attack it might make.

◆ stride
◆ stride
◆ raise shield

Radiant Oath

NG Half Elf Redeemer Champion of Milani 7 | AC 28 (29 w Shield) | HP 92/92 | P +10 F +13 R +9 W +12 | Def. Expl.:? | ◆ | ◇ ◈ | ↺ | | Hero Points: 1/3 | Focus Points: 1/1 |

Throwing caution to the wind, Bastian runs around and charges the beast, trusting his companions to pick him up afterwards.

◆ stride
◆ stride
◇ Activate Potency crystal
Big swing: 1d20 + 8 ⇒ (5) + 8 = 132d10 + 3 ⇒ (8, 4) + 3 = 15

Fort save, 1d8 damage: 1d20 + 7 ⇒ (4) + 7 = 111d8 ⇒ 1

Radiant Oath

CG Male Leshy Gunslinger (Way of the Pistolero) 2 HP: 28/28 | AC: 18 | F: +8, R: +9, W: +5 | Perc: +7 | Stealth: +3 | Speed: 25 ft. | Senses: Low-Light Vision | Active Conditions:

"Angles? Bugtussle has never met a foe with such a love of geometry!"

The leshy moves behind the creature, activating the potency crystal attached to his fist as he does, and attempts to unleash a flurry of blows!

Flurry of Blows (Fist; Flanking, Potency Crystal): 1d20 + 6 + 1 ⇒ (13) + 6 + 1 = 20
Damage (Bludgeoning): 2d6 + 2 ⇒ (6, 3) + 2 = 11

Flurry of Blows (Fist; Flanking, Potency Crystal): 1d20 + 2 + 1 ⇒ (10) + 2 + 1 = 13
Damage (Bludgeoning): 2d6 + 2 ⇒ (3, 4) + 2 = 9

He then tries to avert his gaze from the hound's strange aura...

Basic Fort Save (Avert Gaze): 1d20 + 7 + 2 ⇒ (4) + 7 + 2 = 13
Slashing Damage: 1d8 ⇒ 4
______________

Stride, FoB, Avert Gaze~


Witch's Winter Holiday

Bastian charges forward, but his blow only strikes the stone floor. Bugtussle has the strange sensation of watching his hand abstract and refract into countless triangular tesselations before it strikes the dog square in its ugly snout. (Resistance to physical damage) Before wounds can open on his little body, Bastian shames the creature once more. (Resistance 4 negates the gaze damage! Woo!)

The Hound
Round 2! Bold may act!
Hound (-8, Enfeebled 2 1/1)
Bugtussle
Lakitai
Trisha

Khaul (-1)
Zekki
Bastian (-10, Reaction used)

Area Effects:
- Creatures ending their turns within 15 ft of the Hound take 1d8 slashing damage (Basic Fortitude save)

What do you do?

Verdant Wheel

N Female Elf Druid 2 | HP 24/24 | AC 17 | F+5 R+6 W+10 | Perc+8 | Stealth +2 Speed 30 ft. | Senses: Low-Light Vision | Focus Points: 1/1 | Exploration: Scout

Lakitai tries to not be caught in the gaze.
Fortitude Save: 1d20 + 5 ⇒ (3) + 5 = 8
Slashing Damage: 1d8 ⇒ 7

>> Cast Electric Arc Reflex DC 18: 1d4 + 4 ⇒ (4) + 4 = 8
> Stride 20 feet west.

Grand Archive

NG F Ysoki Investigator 3 | HP 33/33 | AC 20 | Fort +6; Ref +10; Will +9 | Perc +9 (low-light, scent 30') | Hero Pts: 1/3 | Default exploration: Investigate | Action Symbols: (◆), (◆◆), (◆◆◆), (◇), (↺)

"I hope no one minds if I splash them a bit!"

Zekki spits a vial into their hand and fiddles with it for a moment, before tossing it at the weird dog-thing.

Dread Ampoule: 1d20 + 6 ⇒ (12) + 6 = 18 for damage: 1d6 ⇒ 4 mental damage plus 1 persistent mental. Frightened 1 on hit. (Dread Ampoule)

Grand Lodge

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Rusthenge || Spell Templates | Starship Roles | ◆◇↺

**HOUSE GM ANNOUNCEMENT**

“Done!” Heraxia shouts. “Get out of here before—” Heraxia’s words are cut off as she disappears completely, shuddering back into existence a few moments later with a tear-streaked face. Looking confused, she shakes her head, then eyes the vault door with determination. “Seal me inside the vault, then go!”

As the surviving Pathfinders flee through into the Maze of the Open Road, Venture-Captain Armeline and Eando Kline hurry to the vault door, dragging it shut and sealing Heraxia inside the ovoid chamber.

Pathfinders gather inside the Maze of the Open Road, bloodied but alive. As time passes, nervousness flutters through the crowd. Suddenly, Armeline and Eando tumble into the Maze, panting from exertion. “It’s done,” Eando grunts.

“Wait,” Armeline interjects. “We need to give her time to leave...” After a few minutes, Armeline steps through the portal that led to Akiton. She returns moments later, smiling. “It worked! The Maze of the Open Road is repaired. We did it!”

A cheer goes up among the Pathfinders.

“It’s time to go home.”

---------

The surviving Pathfinders travel through the Maze of the Open Road, back to Woodsedge Lodge. As medics tend the wounded and fresh food circulates among the returning heroes, Venture-Captain Armeline Jirneau takes the podium. “Congratulations, Pathfinders! Each and every one of you has performed exceptionally, showing bravery in the face of danger and teamwork throughout uncertain, desperate, and—let’s face it—downright strange events. You should be proud of yourselves.

“On behalf of myself, Heraxia, and the Pathfinder Society, thank you for your efforts. I can’t tell you what will happen with Heraxia and Felise, but your deeds here today will echo into an unknowably distant future. And as for the present, well, I’m sure everyone back at the Grand Lodge will be eager to hear the tales of what you have accomplished here today.”

That concludes the adventure! Thanks for playing, everyone, and especially all the Table GMs whose hard work made this event possible.

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